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7 Deadly Sins: Militia Mods for Reb 1.1

Reb 1.1 : Hosted for Download

By on July 8, 2012 4:04:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums External Link

HouseRalan

Join Date 03/2008
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7 Deadly Sins Militia Mini Mod : Rebellion 1.1

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This is not 7DS 2.5 for Rebellion, it's just something fun for the community and shows off what can be done with modifications to the GalaxyScenarioDef file.  7DS for Rebellion will be 3.0 and Makon and Scratch are working on it.  Dan's put his seal of approval on this.  Kick some butt.

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NEW UPDATE for Reb 1.1

Tech Loyalist Titan now using experimental phase missiles that gain shield negation with high tier research.

KOL Gauss Blast affects hull only.

Range of static guns increased 125%.


FEATURES

Two fun additions for Rebellion while we finish out 2.5 for Entrenchment and prepare everything for Rebellion.  Mods don't stack.  Maps, whether made in GalaxyForge or MapDesigner, will have either racial militia present.  All templates in the galaxyscenariodef file altered so the militias are advent and vasari -respective of the mod you download.


Advent Militia

  •     Credit/metal/crystal name changes, which will be part of 7DS 2.5 Final for Entrenchment
  •     Default militia are Advent, Occupation Planet has Advent Rebel
  •     Pirate Base has a battleship and no mines
  •     all militia use 7DS Unity names
  •     Starbases have greater range (+4k) and mobility in gravity-well
  •     Stardock didn't fix the Psi maxed out starbase mesh -it's missing some hardpoints : we fixed it.
  •     Normal Start: 2 metal, 1 crystal, 2 non-combat, 1 combat, 3 scout, 4-5 light, 1 colony frig
  •     Quick Start: 2 metal, 1 crystal, 2 non-combat, 1 combat, 3 scout, 4-5 light, 1 colony frig, 1 battleship, 1 heavy, 1 long range
  •     Labs use 2 slots for earlier tech potential.


Vasari Militia

  •     Credit/metal/crystal name changes, which will be part of 7DS 2.5 Final for Entrenchment
  •     Default militia are Vasari, Occupation Planet has TechRebel
  •     Pirate Base has a battleship and no mines, all militia use 7DS Unity names
  •     Starbases have greater range (+4k) and mobility in gravity-well
  •     Stardock didn't fix the Psi maxed out starbase mesh -it's missing some hardpoints : we fixed it.
  •     Normal Start: 2 metal, 1 crystal, 2 non-combat, 1 combat, 3 scout, 4-5 light, 1 colony frig
  •     Quick Start: 2 metal, 1 crystal, 2 non-combat, 1 combat, 3 scout, 4-5 light, 1 colony frig, 1 battleship, 1 heavy, 1 long range
  •     Labs use 2 slots for earlier tech potential.

Warchests added to both for Quickstart

  • Boosts starting credit income rate
  • Provides 3500 metal and crystal using a modified Resource Drain
  • Cooldown in 3600s; 1 hour.  After that, another cycle of 3500 metal/crystal
  • Does some slight damage to planet -core mining being what it is.

 

Menu for Advent Militia Mini-Mod: TOC Antaran Hiveship shown as cosmetic titan.

ADVENT RESURGENCE OCCUPIER (in Advent Militia Mini-Mod)

BLACKGUARD ALLIANCE OCCUPIER (in Vasari Militia Mini-Mod)

 

 

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July 8, 2012 4:06:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

reserved... and I never get to say 'First'

Added what's generically called a Warchest that has 10x the trade income rate of a normal tradeport.  Ability has a 60 minute timer and for 35 seconds tears 100 metal and crystal out of the planet core -some damage done and population killed on home planet.

This'll be for quickstart only, spawns at planet and cannot be built.  PVP: a player might rush you and spite suicide his fleet against your structure, so watch out.  It's loss is a crippling blow.

On the plus side, this is a feature that will be part of 7DS 2.5 Final for Entrenchment and as far as I know the Warchest concept is unique.  Targets your own planet and whammo -you're richer than Scrooge McDuck and can build like a lunatic.

 

If you use the Warchest concept -at least credit "Danman -7 Deadly Sins"

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July 8, 2012 11:18:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great work, keep it up!

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July 8, 2012 2:22:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

this looks awesome.  I'll have to check it out.  I was looking at the GalaxyScenarioDef file trying to do something like this myself (albeit on a much lower scale).

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July 17, 2012 8:22:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You should use my artifact button for the alien artifact thingy...

I've got a picture and icons for it too.

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July 17, 2012 9:10:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Very nice.  Can I use your artifact texture for my little cargo pod mod?

It's just the model you have there that spawns by a planet module then blows up now and then.

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July 18, 2012 1:56:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The mesh and textures have been in the game since vanilla sins.  Everything is in txt format, not bin so it's easy for people to see what's been done.

Zombie, if you'd post those on 7DS secret hideout, I'll work on getting them in.

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January 19, 2013 10:13:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Updated for Rebellion 1.1

 

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